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gl_rasterizer: Implement global memory management
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3b84e04af1
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9f803299de
@ -4,8 +4,13 @@
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/memory.h"
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#include "video_core/renderer_opengl/gl_global_cache.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/utils.h"
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namespace OpenGL {
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@ -18,7 +23,72 @@ CachedGlobalRegion::CachedGlobalRegion(VAddr addr, u32 size) : addr{addr}, size{
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LabelGLObject(GL_BUFFER, buffer.handle, addr, "GlobalMemory");
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}
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void CachedGlobalRegion::Reload(u32 size_) {
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constexpr auto max_size = static_cast<u32>(RasterizerOpenGL::MaxGlobalMemorySize);
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size = size_;
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if (size > max_size) {
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size = max_size;
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LOG_CRITICAL(HW_GPU, "Global region size {} exceeded the expected size {}!", size_,
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max_size);
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}
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// TODO(Rodrigo): Get rid of Memory::GetPointer with a staging buffer
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer.handle);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, Memory::GetPointer(addr), GL_DYNAMIC_DRAW);
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}
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GlobalRegion GlobalRegionCacheOpenGL::TryGetReservedGlobalRegion(VAddr addr, u32 size) const {
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const auto search{reserve.find(addr)};
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if (search == reserve.end()) {
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return {};
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}
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return search->second;
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}
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GlobalRegion GlobalRegionCacheOpenGL::GetUncachedGlobalRegion(VAddr addr, u32 size) {
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GlobalRegion region{TryGetReservedGlobalRegion(addr, size)};
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if (!region) {
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// No reserved surface available, create a new one and reserve it
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region = std::make_shared<CachedGlobalRegion>(addr, size);
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ReserveGlobalRegion(region);
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}
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region->Reload(size);
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return region;
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}
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void GlobalRegionCacheOpenGL::ReserveGlobalRegion(const GlobalRegion& region) {
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reserve[region->GetAddr()] = region;
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}
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GlobalRegionCacheOpenGL::GlobalRegionCacheOpenGL(RasterizerOpenGL& rasterizer)
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: RasterizerCache{rasterizer} {}
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GlobalRegion GlobalRegionCacheOpenGL::GetGlobalRegion(
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const GLShader::GlobalMemoryEntry& global_region,
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Tegra::Engines::Maxwell3D::Regs::ShaderStage stage) {
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auto& gpu{Core::System::GetInstance().GPU()};
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const auto cbufs = gpu.Maxwell3D().state.shader_stages[static_cast<u64>(stage)];
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const auto cbuf_addr = gpu.MemoryManager().GpuToCpuAddress(
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cbufs.const_buffers[global_region.GetCbufIndex()].address + global_region.GetCbufOffset());
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ASSERT(cbuf_addr);
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const auto actual_addr_gpu = Memory::Read64(*cbuf_addr);
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const auto size = Memory::Read32(*cbuf_addr + 8);
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const auto actual_addr = gpu.MemoryManager().GpuToCpuAddress(actual_addr_gpu);
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ASSERT(actual_addr);
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// Look up global region in the cache based on address
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GlobalRegion region = TryGet(*actual_addr);
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if (!region) {
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// No global region found - create a new one
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region = GetUncachedGlobalRegion(*actual_addr, size);
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Register(region);
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}
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return region;
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}
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} // namespace OpenGL
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@ -5,9 +5,13 @@
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#pragma once
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#include <memory>
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#include <unordered_map>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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@ -40,6 +44,9 @@ public:
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return buffer.handle;
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}
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/// Reloads the global region from guest memory
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void Reload(u32 size_);
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// TODO(Rodrigo): When global memory is written (STG), implement flushing
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void Flush() override {
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UNIMPLEMENTED();
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@ -55,6 +62,17 @@ private:
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class GlobalRegionCacheOpenGL final : public RasterizerCache<GlobalRegion> {
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public:
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explicit GlobalRegionCacheOpenGL(RasterizerOpenGL& rasterizer);
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/// Gets the current specified shader stage program
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GlobalRegion GetGlobalRegion(const GLShader::GlobalMemoryEntry& descriptor,
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Tegra::Engines::Maxwell3D::Regs::ShaderStage stage);
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private:
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GlobalRegion TryGetReservedGlobalRegion(VAddr addr, u32 size) const;
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GlobalRegion GetUncachedGlobalRegion(VAddr addr, u32 size);
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void ReserveGlobalRegion(const GlobalRegion& region);
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std::unordered_map<VAddr, GlobalRegion> reserve;
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};
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} // namespace OpenGL
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@ -300,6 +300,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
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u32 current_gmem_bindpoint = 0;
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u32 current_texture_bindpoint = 0;
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std::array<bool, Maxwell::NumClipDistances> clip_distances{};
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@ -358,6 +359,10 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), shader, primitive_mode,
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current_constbuffer_bindpoint);
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// Configure global memory regions for this shader stage.
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current_gmem_bindpoint = SetupGlobalRegions(static_cast<Maxwell::ShaderStage>(stage),
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shader, primitive_mode, current_gmem_bindpoint);
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// Configure the textures for this shader stage.
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current_texture_bindpoint = SetupTextures(static_cast<Maxwell::ShaderStage>(stage), shader,
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primitive_mode, current_texture_bindpoint);
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@ -993,6 +998,23 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shad
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return current_bindpoint + static_cast<u32>(entries.size());
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}
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u32 RasterizerOpenGL::SetupGlobalRegions(Maxwell::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint) {
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for (const auto& global_region : shader->GetShaderEntries().global_memory_entries) {
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const auto& region =
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global_cache.GetGlobalRegion(global_region, static_cast<Maxwell::ShaderStage>(stage));
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const GLuint block_index{shader->GetProgramResourceIndex(global_region)};
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ASSERT(block_index != GL_INVALID_INDEX);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, current_bindpoint, region->GetBufferHandle());
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glShaderStorageBlockBinding(shader->GetProgramHandle(primitive_mode), block_index,
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current_bindpoint);
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++current_bindpoint;
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}
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return current_bindpoint;
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}
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_unit) {
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MICROPROFILE_SCOPE(OpenGL_Texture);
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@ -137,6 +137,16 @@ private:
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u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint);
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/**
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* Configures the current global memory regions to use for the draw command.
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* @param stage The shader stage to configure buffers for.
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* @param shader The shader object that contains the specified stage.
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* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint);
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/**
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* Configures the current textures to use for the draw command.
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* @param stage The shader stage to configure textures for.
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@ -108,11 +108,23 @@ CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
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}
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GLuint CachedShader::GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer) {
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const auto search{resource_cache.find(buffer.GetHash())};
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if (search == resource_cache.end()) {
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const auto search{cbuf_resource_cache.find(buffer.GetHash())};
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if (search == cbuf_resource_cache.end()) {
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const GLuint index{
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glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, buffer.GetName().c_str())};
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resource_cache[buffer.GetHash()] = index;
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cbuf_resource_cache[buffer.GetHash()] = index;
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return index;
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}
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return search->second;
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}
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GLuint CachedShader::GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem) {
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const auto search{gmem_resource_cache.find(global_mem.GetHash())};
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if (search == gmem_resource_cache.end()) {
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const GLuint index{glGetProgramResourceIndex(program.handle, GL_SHADER_STORAGE_BLOCK,
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global_mem.GetName().c_str())};
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gmem_resource_cache[global_mem.GetHash()] = index;
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return index;
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}
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/// Gets the GL program resource location for the specified resource, caching as needed
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GLuint GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer);
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/// Gets the GL program resource location for the specified resource, caching as needed
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GLuint GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem);
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/// Gets the GL uniform location for the specified resource, caching as needed
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GLint GetUniformLocation(const GLShader::SamplerEntry& sampler);
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@ -107,7 +110,8 @@ private:
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OGLProgram triangles_adjacency;
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} geometry_programs;
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std::map<u32, GLuint> resource_cache;
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std::map<u32, GLuint> cbuf_resource_cache;
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std::map<u32, GLuint> gmem_resource_cache;
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std::map<u32, GLint> uniform_cache;
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};
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